Dragunity Glow
Dragunity Glow

Dragunity Glow – #GFTP-EN041

Add 1 Level 5 or higher “Dragunity” monster from your Deck or GY to your hand. You can banish this card from your GY, then target 1 Monster Card in your Spell & Trap Zone equipped to a “Dragunity” monster; Special Summon it in Defense Position. You can only use each effect of “Dragunity Glow” once per turn.

Date Reviewed:  May 5th, 2021

Rating: 4.0

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:

KoL's Avatar
King of

Hello Pojo Fans,

Dragunity Glow is some new spell support for the archetype that, like many spells nowadays, does something when played, and something in the grave

Searching bigger Dragunity monsters or pulling them back to your hand from the grave is good, even though there are only five targets for it and you are likely playing two to three of them (Arma Gram, Leyvaten, and Primus Pilus). Searching out Arma Gram and getting that to the field first turn would put a lot of pressure on your opponent due to its negation ability. Also, Glow doesn’t specify the monster being treated as an Equip Spell having to be a Dragunity, thus giving you the ability to use monsters attached to Arma Gram for the second effect of Glow. Banish Glow to Special Summon one of your monsters that’s imitating an Equip Spell is a better effect. Main Deck monsters aside, Barcha and Vajrayana can equip many Dragunity monsters to themselves and with Glow you can use one of the Main Deck monsters to begin a combo. Yeah, the monster is summoned in defense position, but the likelihood is that you’ll be using it as material for an Extra Deck summon, no loss.

You may not run a lot of targets in the Main Deck for this card, but it can pop a Synchro back to your Extra Deck, which allows you to play less copies if you supplement with this card. A pretty decent card to use if it appeals to your style of Dragunity.

Advanced-4/5    Art-4.5/5

Until Next Time

Crunch$G Avatar

Next up we get a new useful Dragunity Spell in Dragunity Glow.

Glow is a Normal Spell that lets you add a Level 5 or higher Dragunity from the Deck to the hand. It’d be nice for Level 4 or lower as well, but that’d be kinda insane for this and Dragon Ravine. This still gets you to some of your nice Dragunity monsters that are bigger like Mystletainn, Levyaten, or Gram for other plays. It’s shockingly more useful than you’d think, though mainly Mystletainn is the best search target and alone makes it worth using it. The second effect lets you banish this card from the graveyard to Special Summon a monster equipped to a Dragunity monster you control. It’s only helpful on the monsters that can’t Special Summon themselves. The fact that Dragunities could equip Gae Dearg from grave and use this just to Special Summon it to your field would be nice to open up mroe plays. Each effect of Glow is a hard once per turn, and that’s fine. You should only need to search Mystletainn once and Special Summon Gae Dearg with this once. It’s a good piece of support for Dragunities and something that’s super useful for combos, more than you might think on the surface when you think of Dragunities.

Advanced Rating: 4/5

Art: 5/5 Is that Gram and Gungnir fighting? Looks sick.

Dark Paladin's Avatar

Dragunity Glow is a Normal Magic; and a fun one at that.  First you get to add a Level 5 or higher Dragunity Monster from your Deck or Grave to your Hand. It can’t come to the Field as that opens to many Extra Deck plays too quickly   Likely a Synchro or Fusion; in case of Dragunity.  But getting the resource and being able to pull it from your Grave, is amazing.  Removing this card from play lets you Special Summon a Dragunity Monster attached to another of yours back to the Field, in defense position.  This can open up Extra Deck plays, as mentioned earlier, or (re) equip said Monster to another Dragunity.  Lots of options here for a nifty little combo card.

Rating:  4/5

Art:  5/5  This is so, SO pretty 

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